Pickupable Weapons
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Quick tutorial on making it so that players can pickup and use weapons found in the level.
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Step 1. Stripping the player of his current weapons on Spawn:
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- This step is not required, but will allow you to have all players spawn with fists.
To create this:
- Right click in kismet and go to new event,player, player spawned
- Change max triggers on the player spawned node to 0
- Hold O and then press mouse 1 to shortcut spawn an unknown object variable (this will be the player that has spawned)
- Attach the unknown object variable to the instigator output of the player spawned node
- Right click in kismet and go to  new action, pawn, give inventory
- Set the target input to the unknown object variable we created earlier
- Select the give inventory node and Change the Inventory list to give the weapon you want players to start withÂ
- Set Clear Existing and Force replace to true by checking those boxes.
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Step 2 - Equip the player when he touches a new weapon
2. This is how we give players their new weapon.
*** Picking up some weapons not intended for your class will break certain classes!!*** - We may fix this in a patch soon
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To create this:
- Find the weapon you want to give to players in the content browser and drag it into the level
- Select this weapon in the level and rightclick -> convert to mover
- With your mover actor selected, open kismet and right click. At the bottom you will see "New Event using InterpActor.." Select the Touch option here.
- Create a Give inventory node as described above, remember to set the inventory list to the weapon you want to give to the player
- Attach the touched event from the interp actor to the input of our give inventory
- Create a new unknown object variable as described above
- Attach this object variable to the instigator output of the player spawned and the target of the give inventory
- Right click in kismet and go to new action, Toggle, Togglehidden
- With your mover actor in the level selected, right click in kismet and create a "new object variable using InterpActor.."
- Create two change collision nodes by right clicking in kismet and going to new action, Actor, change collision
- Set one change collision node to Collision Type - COLLIDE_NoCollision , set the other to "Touchallbutweapons"
- Set the targets of the togglehidden and both collision nodes to the interp actor object variable we created
- Connect the output of the give inventory node to inputs of hide on the toggle hidden and in on the collision node we set to Collide_NoCollisionÂ
- Right click in kismet and go to New Event, level loaded
- Connect the level reset output to the input of the change collision we set to "Touchallbutweapons", and the unhide input of the toggle hidden
And we're done!
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Repeat this process for many weapons to create a mode where players spawn with just their fists and then can pickup weapons in the map to fight each other as seen in the example map - AOCTD-Gladiator
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